CR 16
HP 133, hd14d8+70
AC 32 (?1 size, +4 Dex, +19 natural), touch 13, flat-fooded 28
Fort +14 (+18 against poison), Ref +13, Will +15
Speed 30 ft. (6 squares), fly 90 ft. (good)
Initiative +8
Spot , Listen
Standard attacks
BAB +14, Grapple +25
Full attack: +3 greatsword +23/+18/+13 melee (3d6+13/19?20) or slam +20 melee (2d8+10)
Special Attacks/Qualities
Spell-like abilities, spells
Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues
Skills Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings)
Feats Blind Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack
Str 25
Con 20
Dex 19
Int 22
Wis 23
Cha 22
Alignment Always good (any),
Environment Any good-aligned plane,
Organisation Solitary or pair

A planetar is nearly 9 feet tall and weighs about 500 pounds.


Despite their vast array of magical powers, planetars are likely to wade into melee with their +3 greatsword. They particularly enjoy fighting fiends.
A planetar?s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Regeneration: A planetar takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.
Spell-Like Abilities: At will?continual flame, dispel magic, holy smite (DC 20), invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17), speak with dead (DC 19); 3/day?blade barrier (DC 22), flame strike (DC 21), polymorph (self only), power word stun, raise dead, waves of fatigue; 1/day?earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.
The following abilities are always active on the planetar?s person, as the spells (caster level 17th): detect evil, detect snares and pits, discern lies (DC 20), see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.
Spells: Planetars can cast divine spells as 17th-level clerics. A planetar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level): 0?create water, detect magic, guidance, resistance (2), virtue; 1st?bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith; 2nd?aid, align weapon, bear ?s endurance, bull?s strength (2), consecrate, eagle?s splendor, hold person; 3rd?contagion*, daylight, invisibility purge, prayer (2), summon monster III, wind wall; 4th? death ward, dismissal, inflict critical wounds*, neutralize poison (2), summon monster iv; 5th? break enchantment, circle of doom*, dispel evil, mark of justice, plane shift, righteous might; 6th?banishment, greater dispel magic, harm*, heal, heroes? feast, mass cure moderate wounds; 7th? dictum, disintegrate*, holy word, regenerate; 8th?holy aura*, mass cure critical wounds, shield of law; 9th?implosion, summon monster ix (good)*.
*Domain spell. Domains: Destruction and Good.
class="errata" |
Change Shape (Su): A planetar can assume the form of any Small or Medium humanoid.

System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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